Multi-user game system with trigger-based generation of projection view

ABSTRACT

A game system is disclosed that enables users to play games on their respective devices while viewing associated information on a separate screen, such as that of a movie theater. One of the methods includes maintaining, by a system running a game server associated with an electronic game, communications with one or more user devices each running a game client associated with the electronic game. The communications include client game information from each user device that identifies user interactions with the respective game client. Display data that includes a projection view to be provided for presentation on a display, separate from the user devices, is generated to be viewed by the users of the user devices. The display data is generated by a camera game client, controlled by the system, from a location in a game world of the electronic game. The projection view is presented on the display.

CROSS-REFERENCE TO RELATED APPLICATIONS

Any and all applications for which a foreign or domestic priority claimis identified in the Application Data Sheet as filed with the presentapplication are hereby incorporated by reference in their entirety under37 CFR 1.57.

BACKGROUND

Electronic games can be run on user deices, e.g., game consoles,computers, mobile devices, and played by users of the user devices. Toplay an electronic game, users can provide input to the game usingperipherals connected to the user devices, e.g., keyboards, mice, andcontrollers. Particular electronic games can allow for multiplayergameplay, that is, two or more players can sit in front of a user deviceand control separate characters. Several types of multiplayer games,including fighting games, first person shooting games, and racing games,are well known.

In addition to multiplayer gameplay predicated on users being physicallynear a single user device, some multiplayer games can be played using anetwork, e.g., a local area network, the Internet, allowing for eachuser to use distinct user devices separated at an arbitrary distance.The user devices can provide information to each other identifying gamerelated information, e.g., character position, character status, and soon. Alternatively, in some implementations each user device cancommunicate with a game server controlled by a third party, e.g., thegame publisher, that maintains the game related information.

SUMMARY

In general, one innovative aspect of the subject matter described inthis specification can be embodied in methods, systems, and computerprogram products, that include the actions of maintaining, by a systemrunning a game server associated with an electronic game, communicationswith one or more user devices each running a game client associated withthe electronic game, wherein the communications comprise client gameinformation from each user device that identifies, at least, userinteractions with the respective game client; determining, using theclient game information, that a trigger of a plurality of triggers issatisfied, wherein the trigger identifies particular game eventspredicted to be of interest or use to the users; generating, using thetrigger, display data comprising a projection view to be provided forpresentation on a display, separate from the user devices, for viewingby the users of the one or more user devices; and providing theprojection view for presentation on the display.

Additionally, the methods, systems, and computer program products, caninclude the following zero or more actions. A particular trigger is aproximity trigger, and wherein determining that the particular triggeris satisfied comprises determining that one or more user-controlledcharacters are within a threshold proximity of one or more items, goals,or locations. A particular trigger is an action trigger, and whereindetermining that the particular trigger is satisfied comprisesdetermining that one or more user-controlled characters are performingone or more particular actions. A particular trigger is an aggregationtrigger, and wherein determining that the particular trigger issatisfied comprises determining that a first threshold number ofuser-controlled characters are within a second threshold proximity ofeach other. Generating the projection view comprises: maintaining, bythe game server, communications with a camera game client; andobtaining, by the system, the projection view from display datagenerated by the camera game client from a location in a game world ofthe electronic game associated with the trigger. The actions includeexecuting, by the system, the camera game client in a virtual machine.Obtaining the projection from view from display data comprises:providing, by the game server, information identifying the location tothe camera game client, wherein the camera game client is to place acamera character associated with the camera game client at the location;and obtaining, from display data generated by the camera game client,the projection view.

Particular embodiments of the subject matter described in thisspecification can be implemented so as to realize one or more of thefollowing advantages. A system can enable a large number of players toplay an electronic game, e.g., through interactions with user devices,in a large auditorium, e.g., a movie theater. The system can utilize alarge display, e.g., a movie theater screen, to display unique generatedviews of the game which players would not otherwise be able to viewwhile playing. For instance, in a game that provides a first person viewto each player, the large display can show a map with a location of eachplayer's character, or several players engaged in an activity, e.g.,shooting or battling each other. Due to the described system, playerscan now play multiplayer games in a large setting, while sharing in aunique system created view of the game action.

The details of one or more embodiments of the subject matter of thisspecification are set forth in the accompanying drawings and thedescription below. Other features, aspects, and advantages of thesubject matter will become apparent from the description, the drawings,and the claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a space displaying a game projection view generatedby a game control system.

FIG. 2 illustrates an example of a game projection view.

FIG. 3 illustrates a block diagram of a game control system.

FIG. 4 is a flowchart of an example process for initiating a multiplayergame experience with users.

FIG. 5 is a flowchart of an example process for generating a gameprojection view.

FIG. 6 is a flowchart of an example process for generating a gameprojection view using a system-controlled game client.

FIG. 7 is a flowchart of an example process for a team-based multiplayergame experience.

Like reference numbers and designations in the various drawings indicatelike elements.

DETAILED DESCRIPTION OF SPECIFIC EMBODIMENTS

This specification describes a game system configured to providemultiplayer gaming experiences to users in one or more spaces, e.g., amovie theater. The game system maintains communications with userdevices operated by the users, allowing the users to play a multiplayerelectronic game, e.g., video game, in the space.

The game system provides display data to a display, e.g., a movietheater screen, viewable by each user and distinct from their userdevices, that identifies, or directly illustrates, game eventsoccurring, or that have occurred, in the multiplayer game. For example,if the users are playing a multiplayer first person video game, the gamesystem can provide display data, e.g., a video stream, of game eventsoccurring in the multiplayer game, including two or more users engagedin fighting, a user approaching an important item in the game, and soon. In another example, if the users are playing a racing game, the gamesystem can provide a representation of the racing course withcontinuously updated locations of each user's character on therepresentation. The display data provided to the display is a projectionview, and is described in detail below. In this specification, a gameevent is anything that occurs, or exists, in the electronic game, whichchanges, affects, or otherwise modifies, a game state or status of theelectronic game. Game events can include a status or attribute of acharacter (e.g., character's health, experience points, items), items inthe electronic game, goals achieved by characters, informationdescribing actions of characters (e.g., location, movement), scoresassociated with characters, and so on.

FIG. 1 illustrates a space 100, e.g., a movie theater, displaying a gameprojection view 110 generated by a game control system 102 incommunication with user devices 106. The space 100 includes users 104interacting with respective user devices 106, e.g., laptops, tablets,mobile devices, to play a multiplayer game.

Each user device runs, e.g., executes, a game client associated with themultiplayer game configured to display a game user interface to a userof the user device, and receive user interactions, e.g., keyboardpresses, controller presses, mouse movements, voice input, touch screeninteractions, and so on. The game clients provide client gameinformation, e.g., information identifying user interactions, to thegame control system 102 which runs a game server associated with themultiplayer game. The game server processes the client game informationto determine a status of each user-controlled character, e.g., health,items associated with the character, and positions of each character inthe game. In this way, the game server maintains a gameplay experienceconsistent among each game client.

The space 100 includes a display 114 configured in the space 100 to beviewable by each user. In some implementations, the display 114 is amovie theater projection screen, which displays video received from aprojector 112. As illustrated in FIG. 1, the display 114 is displaying agame projection view 110 generated by the game control system 112.

A game projection view 110 is a view associated with a game that isprovided to a display viewable by each user, which is distinct from agame view seen by any single user on his/her user device. In someimplementations, the game control system 102 generates game projectionviews to provide to the display 114 based on one or more triggers thatidentify game events predicted to be of interest or use to users 104.For instance, triggers can include proximity triggers, e.g., triggersthat are satisfied when one or more user-controlled characters get closeto an object, goal, or other location (e.g., identified as important),action triggers, e.g., triggers that are satisfied when one or moreuser-controlled characters perform particular actions in the game world,and aggregation triggers, e.g., triggers that are satisfied when morethan a threshold number of user-controlled characters are within athreshold proximity of each other. Generating a game projection view 110is described below, with reference to FIG. 5,

For example, the users 104 can be engaged in a first person multiplayergame with each user viewing a first person view of the character he/shecontrols on his/her user device. The game control system 102 cangenerate a game projection view 110 upon determining that a triggeridentifying whether two or more characters are engaged in a particularactivity, e.g., battling, fighting, is satisfied. The game controlsystem 102 can then obtain a view of the activity, and provide the viewas the game projection view 110.

To obtain a view of the activity in the first person multiplayer game,the game control system 102 can create a game client controlled by thegame control system 102, and include the character associated with thecreated game client in the multiplayer game. The game control system 102can then control movement and location of the character, and provide thegame projection view 110 as the display data generated by the createdgame client, e.g., a view seen by the created character. In this way,the created character can act as a camera for the users 104 in the space100. For instance, the created character can be moved around tolocations in the game world to view specific game events that satisfyone or more triggers. To effect this character movement, the gamecontrol system 102 can modify attributes of the created character,including making the character invisible to users 104, allowing thecharacter to teleport to particular locations in the game world, and soon. Generating a game projection view 110 with a controlled character isdescribed below, with reference to FIG. 6.

Similarly, in some implementations the game projection view 110 canprovide useful information to the users 104. For example, the gameprojection view 110 can include a representation of a game map of themultiplayer game with locations of each user's character, e.g., thebicycling game described below in FIG. 2.

FIG. 2 illustrates an example of a game projection view 202. In theexample of FIG. 2, four players are playing a bicycling game on theirrespective user devices, e.g., user devices 222, 224, and 226 are shown.The illustration includes a zoomed view of two of the players', e.g.,player 1 210 and player 2 212, seats and a partial view of a thirdplayer's, e.g., player 3 214, seat.

Each user device displays a first person view of a user-controlledcharacter. For instance, player 1's user device 222 is displaying threecharacters controlled by other users, e.g., player 2, player 3, andplayer 4. Since player 2's character is ahead of player 1's character,as illustrated on the display of user device 222, player 2's user device224 excludes display of player 1's character, and displays the remainingtwo characters ahead of player 2's character, e.g., characterscontrolled by player 3 and player 4.

The projection view 202 is displaying a map of a bicycling course, withlocations of each user's character displayed on the map. In this wayeach user can quickly identify their rank and location in the largermap.

The projection view 202 advantageously provides for a useful andalternative view to views displayed on each player's user device. Aswill be described below, the game control system 102 generates theprojection view 202 based off determining whether one or more triggersare satisfied. In this example, a trigger can be satisfied upon movementof a player-controlled character, allowing the game control system 102to update the projection view 202, e.g., the map, with new playercontrolled character locations.

FIG. 3 illustrates a block diagram of an example game control system102. The game control system 102 can be a system of one or morecomputers, or one or more virtual machines executing on a system of oneor more computers. The game control system 102 is in communication withuser devices, e.g., user devices 320A-N, and provides a projection view310 for presentation on a presentation device 312 to users 322A-N of theuser devices 320A-N. Additionally, in some implementations the gamecontrol system 102 can be in communication with a cloud server 330,e.g., a server that stores user information 334 associated with theusers 322A-N.

The game control system 102 includes a network control engine 306 thatcan maintain communications between the game control system 102, userdevices 320A-N, and the cloud server 330 over one or more networks,e.g., a LAN, a WAN, the Internet. In some implementations, the networkcontrol engine 306 can be configured as a Dynamic Host ConfigurationProtocol server (DHCP server) that receives game connection requestsfrom user the devices 320A-N and associates the user devices 320A-N withthe game control system 102. The network control engine 306 cancommunicate with the user devices 320A-N through a wired connection,e.g., using Ethernet, or through a wireless connection.

Upon entrance of a space, e.g., the movie theater described in FIG. 1,users 322A-N can provide connection requests to the network controlengine 306, e.g., by joining a wireless access point in communicationwith, or controlled by, the network control engine 306. In someimplementations, one or more users can provide a connection request tothe network control engine 306 over the Internet, and not be present inthe space. That is, users situated outside of the space can play themultiplayer game as if they were located in the space. In someimplementations, the system can highlight, or otherwise identify, usersnot located in the space. The network control engine 306 can then prompteach user to enter login information, e.g., a user name and passwordassociated with the user. In some implementations, after receiving logininformation, the network control engine 306 can authenticate each userto determine whether they are permitted to play the multiplayer game. Toauthenticate each user, the network control engine 306 can obtain userinformation 334, e.g., from the cloud server 330, and identify whetherthe user has performed an action required to play the multiplayer game.The network control engine 306 can prompt users that are not permittedto play, to perform the action.

After authentication by the network control engine 306, the game controlsystem 102 can obtain, e.g., from the cloud server 330, user information334 associated with the users 322A-N, e.g., scores associated withrespective users or user-controlled characters, rankings of users andrespective multiplayer games, teams each user is a member of, and so on.This user information 334 can be stored by the game control system 102,and after completion of the multiplayer game, any updates to userinformation 332, e.g., an updated score, an update to team membership,can be provided to the cloud server 330 for storage in a user database336, e.g., one or more databases, one or more storage systems orsubsystems.

The cloud server 330 can host, or provide information to another systemthat hosts, a resource, e.g., a website, that identifies particular userinformation 334, e.g., the resource can display user profiles of users322A-N identifying user scores, multiplayer games each user has played,and so on. The resource can be accessible by users, e.g., the websitecan require a login name and password, or the resource can be accessibleto the public. Updated user information 332 can be provided to the cloudserver 330 to be displayed on the resource. In some implementations, theupdated user information 332 can be included in a particular data formatgenerated by the game control system 102, e.g., the game control system102 can generate an extensible language markup (XML) document thatincludes the updated user information 332.

Additionally, in some implementations, the cloud server 330 can receivescreenshots, or video, e.g., user gameplay generated by a user device,or a projection view 310. These screenshots, or video, can be displayedon the resource, or they can be provided to social networks associatedwith respective users who provided the screenshots, or video. The cloudserver 330 can also maintain leaderboards identifying rankings of userswith respect to one or more multiplayer games, which can be updated inreal-time, e.g., as the users 322A-N are playing the multiplayer game,based on updated user information 332 received, by the cloud server 330,during gameplay. Maintaining leaderboards is described below, withreference to step 710 of FIG. 7.

The game control system 102 includes a game engine 304 configured as agame server associated with the multiplayer game being played by theusers 322A-N. The game engine 304 can receive communications from gameclients running on the user devices 320A-N through a network, e.g., alocal area network (LAN), a wide area network (WAN), the Internet, andis configured as the authoritative source of game events in themultiplayer game. For instance, the game engine 304 can maintain astatus of characters in the game, locations of the characters in thegame world, goals achieved by characters, items obtained by characters,and so on.

The game engine 304 can receive client game information 324 identifyinguser interactions with each user device from game clients running on theuser devices 320A-N. User interactions can include pressing ofparticular keys on a keyboard, mouse movements, inputs on a controller,interacting with a touchscreen, voice input, and so on. The game engine304 can process the client game information 324 to determine updates togame events, including the health of characters, position of characters,a score associated with the characters, and so on. After processing, thegame engine 304 can provide the updates back to the game clients runningon the user devices 320A-N. In this way, the game engine 304 maintains aconsistent game environment for users 320A-N playing the multiplayergame.

The game control system 102 further includes a projection view engine308 that can generate a projection view 310 to be provided forpresentation to the presentation device 312, e.g., a movie theaterscreen.

The projection view engine 308 can generate the projection view 310 bydetermining whether one or more triggers are satisfied, and generate aview associated with the satisfied triggers. As described above, atrigger identifies game events predicted to be of interest or use tousers. Different triggers can be associated with different multiplayergames, and in some implementations, the projection view engine 308 canbe specific to one or more multiplayer games.

In a first example, in particular games, e.g., first or third persongames with a three-dimensional user perspective, triggers can identifygame events associated with particular user actions, e.g., users engagedin fighting, users cooperating to complete a game task. Additionally,triggers can identify important items or goals in a game, and can besatisfied when one or more users are within a certain distance of theitem or goal. A trigger can also be satisfied when a particular numberof users, e.g., 2, 3, 10, are located within a threshold proximity ofeach other. Similarly, a trigger can be satisfied by determining that auser has obtained a top user score, or a first place position, e.g., ina racing game.

In the first example, the projection view engine 308 can generate theprojection view 310 by running a game client, and including a character,controlled by the projection view engine 308, in the multiplayer game.The controlled character can be configured as a camera, operable to bemoved around to different locations in a game world, e.g., themulti-dimensional game map created by the multiplayer game whichcharacters can move around in, to obtain views associated with asatisfied trigger. For instance, if the projection view engine 308determines that a trigger associated with two users engaged in battle issatisfied, the projection view engine 308 can move the controlledcharacter proximate to a location of the battle. The projection view 310can then be generated from display data generated by the controlled gameclient, e.g., a view that a user would see if he/she were controllingthe character. In another instance, if the projection view engine 308determines that a trigger associated with a user achieving a first placeposition, e.g., in a racing game, or achieving a top user score, theprojection view engine 308 can provide a projection view 310 associatedwith the trigger, e.g., a view illustrating the user-controlledcharacter in the racing game.

To run a game client, the projection view engine 308 can execute avirtual machine on the game control system 102, and run the game clientin the virtual machine. The game client can then communicate with thegame engine 304 over a network, e.g., a virtual connection to thenetwork control engine 306. In some implementations, the game engine 304can recognize the created game client, and imbue unique attributes tothe controlled character. For instance, the character can possess theability to fly, the ability to teleport to particular locations in thegame world, and the ability to be invisible and invulnerable.Additionally, the game client can be modified to remove messages orstatus information that would ordinarily be displayed to a user, e.g., ahealth level of the character, and so on. In this way, the projectionview engine 308 can utilize the display data generated by the gameclient as a camera into the game world, e.g., a first person view of thecharacter controlled by the projection view engine 308. Generating aprojection view with a controlled character is described below, withreference to FIG. 6.

In a second example, in particular games, e.g., strategy games, triggerscan be satisfied by particular game events identifying selections ofcharacter attributes or items by users, or a team of users, during aspecific time period, e.g., an initial time period during which usersmake selections to their respective characters. The projection viewengine 308 can store information identifying the selections, andgenerate a projection view 310 that identifies the selections. Theprojection view 310 can be provided at a later time-period, e.g., atime-period when users, or a team of users, are engaged in the gameagainst other users, or another team of users.

In a third example, in particular multiplayer games, e.g., the bicyclinggame described above in FIG. 2, or any multiplayer game with a game mapcharacters move around in, the projection view 310 can include a gamemap with locations of user-controlled characters. The projection viewengine 308 can update the locations of characters based on determiningwhether a trigger associated with character movement is satisfied.

The description above has described the game control system 102 as beingassociated with users 322A-N playing a single multiplayer game. In someimplementations a single game control system 102 can run and control 10,50, 100, different multiplayer games with respective users in respectivespaces playing the games. For instance, the game control system 102 canexecute one or more virtual machines for each multiplayer game thatimplement the above-described functionality.

Additionally, the game control system 102 can create a multiplayerteam-based game experience, with a virtual machine implementing thefunctionality above for each single team-based game match. Multipleteams can thus compete against each other at the same time, with eachgame match played using a respective virtual machine. Creating amultiplayer team-based game experience is described below, withreference to FIG. 7.

FIG. 4 is a flowchart of an example process for initiating a multiplayergame experience with users. For convenience, the process 400 will bedescribed as being performed by a system of one or more computers, e.g.,the game control system 102.

The system receives connection requests from user devices (block 402).As illustrated in FIG. 1, users can enter a space, e.g., a movietheater, and run game clients on user devices associated with aparticular multiplayer game. The user devices connect to a network,e.g., a wireless network, that is controlled by, or in communicationwith, the system running a game server associated with the multiplayergame. The system therefore receives connection requests to join themultiplayer game from each of the game clients, and establishescommunications with each user device.

In some implementations, a user device can connect to the system over adifferent network, e.g., the Internet. The user device can run a gameserver associated with the multi-player game, and provide a connectionrequest to the system to engage in gameplay with the users in the space.

The system obtains user information (block 404). The system can receive,e.g., with the connection request, information identifying each user,including a user name associated with the user. In some implementations,the system can provide a prompt to the user devices identifying thateach user should enter in a username and/or a password associated withthe user. The system can then access stored user information, e.g.,stored on a cloud server in communication with the system, and obtainuser information associated with the particular user. User informationcan include experience points associated with the multiplayer game, auser score, rankings on leaderboards associated with the multiplayergame, and information identifying one or more teams that include theuser. Additionally, as described above in FIG. 3, the system canauthenticate each user to determine whether he/she is permitted to playthe multiplayer game.

After the multiplayer game has ended, the system updates the userinformation, e.g., an updated user score, or an updated ranking on aleaderboard, and provides the updates for storage on the cloud server.In this way, the user can persist one or more characters beyond a singlemultiplayer gaming experience, and users can battle for higher userscores, or higher rankings on leaderboards, through multiple multiplayergaming experiences. Updating user information is described below, withreference to step 710 of FIG. 7.

In some implementations, prior to entering the space, e.g., a movietheater, users can provide user information, e.g., to the cloud server,identifying one or more teams they are a member of, includingmultiplayer games associated with each team. The system can then obtaininformation identifying the teams, and if the multiplayer game is teambased, automatically assign users to their respective teams duringgameplay. Additionally, the system can automatically match teamstogether to play against each other, and determine new team matchesbased off the outcomes of prior matches. Generating a team-basedmultiplayer game experience is described below, with reference to FIG.7.

The system establishes a multiplayer game (block 406). The systemprovides information to the game server running on the system to beginthe multiplayer game. After establishing the multiplayer game, thesystem receives user interactions with respective game clients, e.g.,keyboard presses, touchscreen interactions, and updates game events,e.g., locations of user-controlled characters, items obtained bycharacters, goals achieved, and so on, to provide back to the gameclients. In this way, the system ensures a common gameplay experienceamong the users.

For instance, in a first person game a user can press a particular keyassociated with moving his/her character forward. The system can receivethe user interaction, e.g., that the particular key was pressed, andupdate a game event, e.g., an updated location of the user-controlledcharacter. The system can then provide this updated location to the gameclients, ensuring each game client receives the same updated location.

As described below, the system generates a game projection view toprovide to a display viewable by each user.

FIG. 5 is a flowchart of an example process for generating a gameprojection view. For convenience, the process 500 will be described asbeing performed by a system of one or more computers, e.g., the gamecontrol system 102.

The system maintains communications with user devices running respectivegame clients (block 502). As described above, users of user devices,e.g., laptops, mobile devices, tablets, consoles, can enter a space,e.g., a movie theater as described in FIG. 1, and run game clients ontheir user devices associated with a particular multiplayer game. Thesystem runs a game server associated with the multiplayer game, andreceives client game information from user devices identifying userinteractions with their respective game clients. The system maintainsthe communications with the user devices, allowing the users to engagein the multiplayer game.

The system generates a projection view to provide to a display viewableby all users of a particular multiplayer game match, using the clientgame information (block 504). As described in FIG. 1, a display, e.g., amovie theater screen, is configured to be viewable by each user engagedin the multiplayer game. The system utilizes the display to provide aprojection view distinct from any single view displayed on a user's userdevice.

To generate the projection view, the system determines whether a triggeridentifying particular game events has been satisfied. Game events caninclude the occurrence of particular items, a health amount associatedwith user-controlled characters, user scores, locations and proximitiesof user-controlled characters to particular items, movement ofcharacters or non-playable characters in the multiplayer game,multiplayer game goals achieved, locations and proximities ofuser-controlled characters to other user-controlled characters, andactions of user-controlled characters taken toward other user-controlledcharacters.

Particular games might only be suitable for particular triggers, e.g., apuzzle game might not be suitable for a trigger identifying twocharacters engaged in battle. In some implementations, the system storesinformation identifying triggers and associated multiplayer games. Insome other implementations, the game server associated with particularmultiplayer games can be modified to include reference to specifictriggers.

The system determines whether triggers associated with the particularmultiplayer game are satisfied upon the occurrence of any new, orupdated, game event, or at specific time intervals, e.g., 100 ms, 1second, or 5 seconds. Since multiple triggers might be satisfied duringa specific time interval, the system can obtain information identifyinga hierarchy of triggers, and select a particular trigger. That is, ifthe system determines that 5 triggers are satisfied in a 5 second timeperiod, the system can generate a projection view associated with onlythe trigger identified as highest in the hierarchy. Alternatively, thesystem can determine whether a projection view associated with aparticular satisfied trigger has been generated in a previoustime-period, e.g., 2 minutes, 5 minutes, and upon a positivedetermination, generate a projection view associated with a differenttrigger. In this way, the system can provide projection views that vary,keeping the projection views interesting for users.

As an example, a trigger can be satisfied when two or moreuser-controlled characters are engaged in a battle. The system canidentify the battle by identifying game events indicative of a battle,e.g., a first character is swinging a weapon and making contact with asecond user-controlled character. Additionally, some multiplayer gamesmight store a game event identifying that user-controlled characters areengaged in a battle. The system can then obtain the game event, anddetermine that the trigger is satisfied.

After determining that a trigger is satisfied, the system generates aprojection view associated with the trigger. In the above example, thesystem can obtain a view that would be seen by a character configured ina position to watch the battle. To obtain such a view, the system canrun a game client controlled by the system, and control a characterconfigured as a camera into the game world. The system can position thecontrolled character to obtain a view associated with the trigger, e.g.,the battle, and obtain display data generated by the game client toprovide as the projection view. Generating a projection view using asystem-controlled character is described below, with reference to FIG.6.

Additionally, the system can generate a projection view of one or moreof the user-controlled character's view, e.g., a first-person view, asit is engaged in battle. In some implementations, the system can providethe first-person view's of two user-controlled characters engaged inbattle as the projection view, enabling all users to view the battle ina first-person view.

In another example, a trigger can be satisfied upon any updates tolocations of user-controlled characters. For instance, in a racing game,e.g., the bicycling game described above in FIG. 2, the system canobtain information identifying a game world, e.g., a bitmap file thatincludes the game world, and locations of user-controlled characters,e.g., from game events identifying the locations. The system candetermine whether any user-controlled character has moved, e.g., fromgame events identifying locations of the characters. Upon a positivedetermination, the system can generate display data that includes thegame world, and updated locations of user-controlled characters.

In another example, a trigger can be satisfied upon any updates to userscores, e.g., a number of points associated with the multiplayer game,or user rankings. For instance, a particular user-controlled charactercan obtain a particular item, which in the multiplayer game isassociated with a number of points. The system can obtain a game eventidentifying the updated number of points, and generate a projection viewassociated with the trigger. The projection view can include anidentifier of each user playing the multiplayer game, and theirrespective user score, or user ranking. The updated ranking determinedfrom the satisfaction of the trigger can be provided as the projectionview. In this way, the users playing the multiplayer game can be awareof their user score or user ranking.

The system provides the projection view for presentation on a displayseparate from the user devices (block 506). After generating theprojection view, the system can provide the projection view to the usersengaged in the multiplayer game. In some implementations, the systemprovides the projection view to a projection device, e.g., over a wiredor wireless connection, which then projects the projection view to adisplay viewable by the users.

Once the system provides the projection view, in some implementationsthe system will continue to provide the projection view, and any updatesto the projection view, for a particular period of time, or until thetrigger is no longer satisfied, before altering the projection view.

For instance, the system can provide a projection view of two usersengaged in battle, and continue to provide the projection view for atime period, or until determining that the trigger is no longersatisfied, e.g., a player loses the battle. Similarly, for a racingmultiplayer game, the system can provide a representation of the gamemap, e.g., the racecourse, and identifiers of user-controlled charactersat their respective locations in the game map as the projection view.The system can continue to provide the projection view that includes thegame map, with updates to locations of user-controlled characters, bydetermining updates to a trigger identifying that user-controlledcharacters have moved.

In some implementations, the system can generate more than oneprojection view for presentation on a display, e.g., a movie theaterscreen as described in FIG. 1. That is, the system can determine thatmore than one trigger is satisfied, and generate respective projectionviews associated with the triggers. These projection views can besimultaneously provided to the display, e.g., two projection views canbe provided on respective halves of the display. As described below, thesystem can generate projection views using a system-controlled gameclient. With more than one projection view, the system can create twosystem-controlled game clients, and generate projection views using twosystem-controlled characters.

Additionally, in some implementations the system can provide informationto particular user devices associated with user-controlled charactersidentified in the projection view. The particular user devices can thendisplay an indicator, to each respective user, identifying that theuser's respective user-controlled character is included in theprojection view. The indicator can include highlighting each user'scharacter, e.g., shading the user-controlled character, placing a haloaround the user-controlled character, and so on. Additionally aparticular sound can be played through the particular user devices, ortext can be displayed on the particular user devices, e.g., “Look up!”,“Your Character is on screen”, and so on. In some implementations, thesystem can automatically include, in the projection view, identifyinginformation of the user-controlled characters included in the projectionview, e.g., the system can include text or other identificationinformation in the projection view, for instance above eachuser-controlled character.

FIG. 6 is a flowchart of an example process for generating a gameprojection view using a system-controlled game client. For convenience,the process 600 will be described as being performed by a system of oneor more computers, e.g., the game control system 102.

To obtain a projection view useful to users engaged in particular games,e.g., first person and third person perspective three-dimensionalmultiplayer games, the system can include a character controlled by thesystem in the game. The system can then provide a view as seen by thecontrolled character as the projection view, effectively designating thecontrolled character as a camera configured to view game events ofinterest or use to the users.

The system runs a game client (block 602). The system executes a gameclient in a virtual machine, e.g., a virtual machine with an operatingsystem that can run the game client, and provides a connection requestto the game server.

The system identifies the game client as a camera game client (block604). The system, e.g., the game server running on the system, receivesthe connection request from the game client, and identifies the gameclient as a camera. In some implementations, the game client can provideidentifying information, e.g., a particular username, in the request,which the system can use to identify the camera game client.

The system then establishes communications with the game client, andincludes a camera character associated with the game client in themultiplayer game. The system can imbue the included camera characterwith attributes that characters would not otherwise possess. Forinstance, the camera character can possess the ability to fly in thegame world, the ability to teleport to particular locations in the gameworld, and the ability to be invisible and invulnerable.

The system determines whether a trigger is satisfied (block 606). Asdescribed above, with reference to FIG. 5, the system determines whethera trigger is satisfied, and if so, generates a projection viewassociated with the trigger.

The system positions the camera character at a location associated withthe trigger (block 608). After determining that a trigger is satisfied,the system identifies the game events associated with the trigger, andobtains locations of the events in the multiplayer game world, e.g.,coordinates identifying locations in the game world.

In some implementations, the system then provides input to the cameragame client identifying a position proximate to the obtained locationsto place the camera character. In some other implementations, thesystem, e.g., the game server, updates a position of the cameracharacter. The system can compute the position based on several factors,including a perspective angle of the camera character, e.g., an angle ofrotation from a vector passing through a game surface the characters areon; a “fog” distance of the multiplayer game, e.g., a distance eachcharacter can view before the multiplayer game reduces the information,e.g., items, other characters, game map, seen in the view; a distancefrom the game events, and so on.

For instance, for a trigger satisfied by determining thatuser-controlled characters are engaged in battle, the system canidentify locations of each user-controlled character. In someimplementations, the system can determine an area that encompasses theuser-controlled characters, e.g., a bounded area on a gaming surface theuser-characters are located on, and can determine a position outside ofthe area to place the camera character, e.g., to fit everyuser-controlled character engaged in battle in the view of the cameracharacter. The system can determine a threshold maximum size of thearea, and if the area is greater than a threshold, e.g., too manyuser-controlled characters are engaged in battle, the system can selecta smaller area size to include a subset of the user-controlledcharacters in the camera character's view. To determine the smaller areasize, the system can identify user-controlled characters associated withhigher user scores, or higher rankings, positioned in a smaller space,and focus the camera character's view on the higher ranked characters.Other user information, and game events, can be utilizes to focus thecamera character's view on a subset of the user-controlled characters.

In some implementations the system can identify, e.g., from storedinformation, a distance outside of the area to place the cameracharacter. In some other implementations, the system can determine thedistance outside of the area based on a distance, e.g., an averagedistance, that the user-controlled characters are from each other. Forinstance, if the user-controlled characters are battling with swords,and are in close proximity, the system can identify that the cameracharacter is to be placed in close proximity to the user-controlledcharacters. Alternatively, if the user-controlled characters arebattling with ranged weapons, e.g., rocket launchers, and are thus farapart, the system can determine that the camera character is to beplaced in farther proximity to better provide a view of the action.Additionally, the maximum distance to place the camera character can beset by the system as less than the “fog” distance, so that the gameevents associated with the trigger can remain in full focus and not inthe “fog”, e.g., with reduced visual acuity and information.

Similarly, the system can determine, or obtain from stored information,a height above the user-controlled characters to place the cameracharacter. In some implementations the height is based on heights of theuser-controlled characters, e.g., a user-controlled character can bestanding on a ledge, and another user-controlled character can be below.The system can compute the height by computing a distance above thehighest user-controlled character. In this way, the system can positionthe camera character above the action providing a top-down view. In someother implementations, the system can position the camera character at asimilar, or lower, height to the user-controlled characters.

The system can then determine a perspective angle of the cameracharacter. That is, the system determines a field of view of the cameracharacter at the determined location and height, described above. Sincea three-dimensional multiplayer game generally allows for a character tomove its head, and thus its view, in three dimensions, the perspectiveangle identifies an angle about the pitch axis of the character's view,e.g., an angle identifying the character looking up or down. The systemdetermines the field of view to include the user-controlled charactersengaged in battle. In some implementations, the perspective angle can befacing down 90 degrees, e.g., from a surface that the user-controlledcharacters are on, so that the camera character is pointing its gazedirectly down onto the game world. In some other implementations, theperspective angle can be facing down between 0 and 90 degrees.

The system then places the camera character at the determined locationwith the field of view determined from the perspective angle. To placethe character, the system provides information identifying thedetermined location and perspective angle to the camera game client,which teleports, or provides input to move, the camera character to thelocation.

The above description discussed user characters engaged in battle,however the system can perform a similar analysis for other triggers.For instance, for a trigger satisfied by the occurrence of a particularitem, the system can obtain a location of the particular item, andprovide information to the camera game client identifying a location andperspective to place the camera character. In some implementations,different triggers can be associated with different methods ofdetermining locations to place the camera character. For instance, ifthe system determines that a trigger associated with two or moreuser-controlled characters engaged in battle is satisfied, the systemcan position the camera character lower to the game surface to view theaction close-up. Alternatively, if the system determines that a triggerassociated with two or more user-controlled characters approaching,e.g., racing toward, an important item is satisfied, the system canposition the camera character higher up, with a perspective angle thatmakes the camera character look down onto the game surface, e.g., so theprojection view makes locations of the user-controlled characters withrespect to the important item readily apparent.

Additionally, in some implementations the system can provide informationto the camera game client to track a particular user-controlledcharacter, e.g., provide a constant view behind the user-controlledcharacter, or a view looking down on the user-controlled character. Thesystem can determine a user-controlled character to track based on userscores, and/or rankings of the users. Additionally, in someimplementations users can pay a fee, e.g., a monetary fee, ornon-monetary points accrued by playing multiplayer games, and the systemcan track the users for a period of time, e.g., 10 seconds, 30 seconds,1 minute, at the paying user's direction. Furthermore, in someimplementations, users can provide information to the system,identifying that they wish to be tracked. For instance, the user canselect an option on his/her user device, e.g., the user device caninclude software in communication with the system.

The system generates a projection view from display data generated bythe game client (block 610). After positioning the camera character, thesystem obtains display data generated by the game client. The displaydata includes the camera character's field of view, which has beendetermined to include the game events associated with the satisfiedtrigger. The display data is then provided for presentation to usersplaying the multiplayer game.

In some implementations, the system can remove any messages or userrelated information from the display data, e.g., a health bar of thecamera character. Additionally, the camera game client can be modifiedto not display this information.

FIG. 7 is a flowchart of an example process for a team-based multiplayergame experience. For convenience, the process 700 will be described asbeing performed by a system of one or more computers, e.g., the gamecontrol system 102.

As described above, particular multiplayer games can be team based. Thatis, users can be members of particular teams, which compete againstother teams, until the systems identifies one or more teams as winnersof the multiplayer game. As will be described below, the system can runa team-based multiplayer game, automatically creating team-based matchesuntil the system identifies an overall winner.

The system assigns users to teams (block 702). As described above, withreference to step 404 of FIG. 4, the system can obtain user informationfor each user that will be engaging in the multiplayer game.

In some implementations, each user can identify their respective teammembership on a cloud server, e.g., cloud server 330, in communicationwith the system, e.g., over the Internet. The cloud server can beassociated with a front-end system that provides a website configured toreceive user login information, e.g., user name, password, associatedwith the users. The users can provide login information, and input theirteam information, e.g., team names of teams they are members of. In someimplementations, the website can identify multiple established teamnames, and users can select from among the team names. Additionally, insome implementations, users can input user names of other users theywish to have on their teams. The cloud server can receive the teammembership information and store it for later use by the system.

Once the users enter a gaming space, e.g., the movie theater describedin FIG. 1, and run game clients associated with the multiplayer game,the system can receive user identifiers from the game clients. Thesystem then obtains team membership information associated with eachreceived user identifier from the cloud server. The system assigns eachuser to a team based on the team membership information. For users thathad not previously identified their team membership, the system canautomatically assign the users to teams, e.g., based on keeping teamsizes relatively consistent, or based on user scores or leaderboardrankings of the users. Additionally, the users can select teams to joinafter entering the gaming space, and the system can assign the users tothe selected teams.

The system maintains virtual machines running respective game serversfor each team-based match (block 704). After assigning users to teams,the system determines a number of initial multiplayer matches based offa number of teams. For instance, if the multiplayer game allows matchesto be played by two teams, then the system can determine that the numberof multiplayer matches is half the number of teams. Similarly, if thereis N number of teams allowed in a multiplayer match, the system candetermine that the number of multiplayer matches is the ceiling of thenumber of teams divided by N.

The system executes and runs a number of virtual machines according tothe number of determined initial multiplayer matches. The system runs agame client associated with the multiplayer game in each of the virtualmachines, and configures the virtual machines to receive communicationswith the other virtual machines, and user game clients.

The system establishes team-based multiplayer matches (block 706). Thesystem determines teams that will play each other in a match, e.g.,selected randomly, or based off leaderboard rankings of the respectiveteams, or based off user scores of users in each team.

For each user that will play in a particular multiplayer match, thesystem establishes communications with the user's game client and aparticular virtual machine that will run the particular multiplayermatch. In this way, users assigned to each team playing in a particularmultiplayer match will be in communication with the same game serverrunning on the same virtual machine.

In some implementations, teams that are determined to play against eachother can be physically located in the same space, e.g., the same movietheater room as described in FIG. 1. In some other implementations, eachteam can be located in a different space. During gameplay, the systemgenerates a projection view for each multiplayer match, and provides theprojection view to a display viewable by the users engaged in themultiplayer match. Generating a projection view is described above, withrespect to FIG. 5.

Each multiplayer match continues until either the system identifies awinning team, or, optionally, until a game pause trigger is satisfied. Agame pause trigger identifies user actions that upon occurrence willcause the system to pause a particular multiplayer match, or all of themultiplayer matches. For instance, a user engaged in a particularmultiplayer match can select an option on his/her user device, e.g., ina game client or a separate software or application provided by thesystem, which identifies that the multiplayer match should be paused. Insome implementations, each user is allowed a particular number ofpauses, e.g., 1, 2, 3, or each team is allowed a total number of pausesacross all users in the team, e.g., 1, 2, 4. Users can utilize theseuser-directed pauses to discuss game strategy with teammates, or todiscuss potential trades or other team-based actions with users of anopposing team.

Additionally, a game pause trigger can identify game events that uponoccurrence, will cause the system to pause a particular multiplayermatch, or all of the multiplayer matches. For instance, if a teamobtains a particular item, moves to a particular location, e.g., anotherteam's territory, or selects an option to barter with the opposing team,the system will pause the multiplayer match.

When a game pause trigger is satisfied, the system can generate aprojection view to include useful information to users. For instance,the system can generate a projection view to identify rankings of usersin each multiplayer match, or across all multiplayer matches.Additionally, the system can provide information identifying userselection of items, attributes, and other game information as theprojection view.

The system establishes additional team-based multiplayer matches (block708). The system identifies teams that won, or otherwise completed,their respective multiplayer matches, and determines new multiplayermatches pitting the winning teams against each other. Since the numberof multiplayer matches will be reduced after the initial multiplayermatches, the system can remove virtual machines determined not to beneeded. For instance, if 8 teams played in an initial set of multiplayermatches, with 4 multiplayer matches and 4 virtual machines, the systemcan identify the 4 winning teams, and determine that 2 multiplayermatches need to be played. The system can then remove the unnecessary 2virtual machines.

The system continues to establish team-based multiplayer matches untilone or more winning teams are ultimately identified.

The system updates user and team scores, statistics, leaderboardrankings (block 710). During gameplay, the game servers track userscores, and other game statistics, which can be associated with eachuser. After the multiplayer game has completed, the system obtains afinal updated version of each user's user score, and other gamestatistics, e.g., a win rate of each team, and provides the informationto the cloud server for storage.

The cloud server determines whether a leaderboard ranking has beenmodified by the new user scores, and updates the rankings accordingly.For instance, the cloud server can store one or more leaderboardsassociated with particular multiplayer games, with each leaderboardidentifying users, or teams, associated with top rankings of particularmultiplayer games. For example, a leaderboard can identify users thathave obtained the most of a particular item in a multiplayer game.Another leaderboard can identify users that have caused the most damageto other users in a particular multiplayer game, and so on. Users canthen later access the leaderboard rankings.

Additionally, the cloud server can obtain images or video of projectionviews generated by the system, and store them for later access by users,e.g., after the multiplayer game has completed. In some implementations,users can download an application, e.g., a JAVA application receivedfrom the system, or an application downloaded from a smartphoneapplication store, configured to obtain screenshots or video of users'displays. During the multiplayer game, or after the multiplayer game,users can select images or video, generated by their user devices, oftheir gameplay to provide for storage on the cloud server. Additionally,users can upload images or video of their gameplay to social networks,e.g., with information identifying the multiplayer game, location of thespace, and so on. Similarly, the system can provide the projection viewsto social networks.

The description of FIG. 7 included discussion of pause triggers,updating user information, and providing user gameplay or projectionviews to social networks or the cloud server. This same discussion canapply in electronic games that are not team-based.

In the description above in FIG. 1-FIG. 7, reference was made to one ormore game servers running on the system. Some multiplayer games, e.g.,massively multiplayer online role-playing games, run on multiple, e.g.,100, 1000, servers controlled by a publisher or developer of themultiplayer game. Thousands of user-controlled characters can interactin the same game world, with the multiple servers providing game eventsto each other.

In some implementations, these games can be run locally by the system ina space, e.g., the movie theater described in FIG. 1, withoutcommunication with the multiple servers. The system can download themost recent versions of characters controlled by the users at the startof, or prior to, the multiplayer game. The system can then separate thelarger game world maintained by the multiple servers, into a game worldthat only includes users physically located in the space. After themultiplayer game is completed, the system can provide updated userinformation, e.g., items, user scores, experience points, and so on, toa server associated with the publisher or developer, which can thenupdate the user-controlled characters. In this way, users can engage inlocal play of the multiplayer game using their characters, receiveupdates to their characters during the local play, and afterwardscontinue playing in the larger game world using their updatedcharacters.

The description above identified that the system generates projectionviews by determining whether one or more triggers are satisfied. In someimplementations the system can generate game views without the use oftriggers. For instance, the system can provide random views of the gameworld, e.g., by randomly moving a camera character in the game world.

Blending of Movies with Electronic Games

In some implementations, users can enter a movie theater to watch aparticular movie. The users can run a game client on their user devices(e.g., an app downloaded from an application store, or software providedto the user devices upon the system receiving connection requests fromthe user devices) that is in communication with the system. The systemcan generate projection views associated with triggers identified forparticular scenes in the movie, and generate projection views from gameevents. For instance, a scene in a movie can involve building a snowman.Users can build a snowman on their respective user devices, and thesystem can provide representations of one or more of the user builtsnowmen adjacent to the movie scene.

Each of the processes, methods, and algorithms described in thepreceding sections may be embodied in, and fully or partially automatedby, code modules executed by one or more computer systems or computerprocessors comprising computer hardware. The code modules (or “engines”)may be stored on any type of non-transitory computer-readable medium orcomputer storage device, such as hard drives, solid state memory,optical disc, and/or the like. The systems and modules may also betransmitted as generated data signals (for example, as part of a carrierwave or other analog or digital propagated signal) on a variety ofcomputer-readable transmission mediums, including wireless-based andwired/cable-based mediums, and may take a variety of forms (for example,as part of a single or multiplexed analog signal, or as multiplediscrete digital packets or frames). The processes and algorithms may beimplemented partially or wholly in application-specific circuitry. Theresults of the disclosed processes and process steps may be stored,persistently or otherwise, in any type of non-transitory computerstorage such as, for example, volatile or non-volatile storage.

In general, the terms “engine” and “module”, as used herein, refer tologic embodied in hardware or firmware, or to a collection of softwareinstructions, possibly having entry and exit points, written in aprogramming language, such as, for example, Java, Lua, C or C++. Asoftware module may be compiled and linked into an executable program,installed in a dynamic link library, or may be written in an interpretedprogramming language such as, for example, BASIC, Perl, or Python. Itwill be appreciated that software modules may be callable from othermodules or from themselves, and/or may be invoked in response todetected events or interrupts. Software modules configured for executionon computing devices may be provided on a computer readable medium, suchas a compact disc, digital video disc, flash drive, or any othertangible medium. Such software code may be stored, partially or fully,on a memory device of the executing computing device, such as the riskassessment system 100, for execution by the computing device. Softwareinstructions may be embedded in firmware, such as an EPROM. It will befurther appreciated that hardware modules may be comprised of connectedlogic units, such as gates and flip-flops, and/or may be comprised ofprogrammable units, such as programmable gate arrays or processors. Themodules described herein are preferably implemented as software modules,but may be represented in hardware or firmware. Generally, the modulesdescribed herein refer to logical modules that may be combined withother modules or divided into sub-modules despite their physicalorganization or storage.

The various features and processes described above may be usedindependently of one another, or may be combined in various ways. Allpossible combinations and subcombinations are intended to fall withinthe scope of this disclosure. In addition, certain method or processblocks may be omitted in some implementations. The methods and processesdescribed herein are also not limited to any particular sequence, andthe blocks or states relating thereto can be performed in othersequences that are appropriate. For example, described blocks or statesmay be performed in an order other than that specifically disclosed, ormultiple blocks or states may be combined in a single block or state.The example blocks or states may be performed in serial, in parallel, orin some other manner. Blocks or states may be added to or removed fromthe disclosed example embodiments. The example systems and componentsdescribed herein may be configured differently than described. Forexample, elements may be added to, removed from, or rearranged comparedto the disclosed example embodiments.

Conditional language used herein, such as, among others, “can,” “could,”“might,” “may,” “for example,” and the like, unless specifically statedotherwise, or otherwise understood within the context as used, isgenerally intended to convey that certain embodiments include, whileother embodiments do not include, certain features, elements and/orsteps. Thus, such conditional language is not generally intended toimply that features, elements and/or steps are in any way required forone or more embodiments or that one or more embodiments necessarilyinclude logic for deciding, with or without author input or prompting,whether these features, elements and/or steps are included or are to beperformed in any particular embodiment. The terms “comprising,”“including,” “having,” and the like are synonymous and are usedinclusively, in an open-ended fashion, and do not exclude additionalelements, features, acts, operations, and so forth. Also, the term “or”is used in its inclusive sense (and not in its exclusive sense) so thatwhen used, for example, to connect a list of elements, the term “or”means one, some, or all of the elements in the list. Conjunctivelanguage such as the phrase “at least one of X, Y and Z,” unlessspecifically stated otherwise, is otherwise understood with the contextas used in general to convey that an item, term, etc. may be either X, Yor Z. Thus, such conjunctive language is not generally intended to implythat certain embodiments require at least one of X, at least one of Yand at least one of Z to each be present.

While certain example embodiments have been described, these embodimentshave been presented by way of example only, and are not intended tolimit the scope of the disclosure. Thus, nothing in the foregoingdescription is intended to imply that any particular element, feature,characteristic, step, module, or block is necessary or indispensable.Indeed, the novel methods and systems described herein may be embodiedin a variety of other forms; furthermore, various omissions,substitutions, and changes in the form of the methods and systemsdescribed herein may be made without departing from the spirit of theinventions disclosed herein. The accompanying claims and theirequivalents are intended to cover such forms or modifications as wouldfall within the scope and spirit of certain of the inventions disclosedherein.

Any process descriptions, elements, or blocks in the flow diagramsdescribed herein and/or depicted in the attached figures should beunderstood as potentially representing modules, segments, or portions ofcode which include one or more executable instructions for implementingspecific logical functions or steps in the process. Alternateimplementations are included within the scope of the embodimentsdescribed herein in which elements or functions may be deleted, executedout of order from that shown or discussed, including substantiallyconcurrently or in reverse order, depending on the functionalityinvolved, as would be understood by those skilled in the art.

It should be emphasized that many variations and modifications may bemade to the above-described embodiments, the elements of which are to beunderstood as being among other acceptable examples. All suchmodifications and variations are intended to be included herein withinthe scope of this disclosure. The foregoing description details certainembodiments of the invention. It will be appreciated, however, that nomatter how detailed the foregoing appears in text, the invention can bepracticed in many ways. As is also stated above, it should be noted thatthe use of particular terminology when describing certain features oraspects of the invention should not be taken to imply that theterminology is being re-defined herein to be restricted to including anyspecific characteristics of the features or aspects of the inventionwith which that terminology is associated.

What is claimed is:
 1. A method for trigger-based generation ofprojection views, the method comprising: receiving communications sentto a game control system from a plurality of user devices playing anelectronic game title, the communications from each user devicecomprising respective game information regarding a respective differentview associated with a respective user-controlled character, wherein therespective different view corresponds to a respective display of a gameenvironment at the respective user device; executing a game client in avirtual machine of the game control system, wherein the game clientexecuted on the virtual machine is identified as a camera game clientestablishing a camera character at a first location within the gameenvironment, the camera character controlled by the game control systemthrough the virtual machine, and wherein the game client is executed toprovide a view associated with the camera character that includes statusdata created for the camera character; providing a projection view ofthe first location, the projection view corresponding to the viewassociated with the camera character at the first location within thegame environment, wherein the status data created for the cameracharacter is omitted from the projection view; identifying one or morein-game triggers that have been satisfied based on the respective gameinformation of one or more user-controlled characters, wherein thein-game triggers are associated with a different location in the gameenvironment; moving the camera character to the different location basedon the identified triggers, wherein the moved camera character isassociated with a view of the different location; and generating anupdated projection view of the different location based on the viewassociated with the camera character at the different location, whereinthe updated projection view also omits the status data created for thecamera character.
 2. The method of claim 1, wherein at least one of theidentified triggers is a proximity trigger, and wherein identifying thatin-game conditions of the proximity trigger have been satisfied is basedon one or more of the user-controlled characters being within athreshold proximity of one or more predetermined items, goals, orlocations within the game environment.
 3. The method of claim 2, whereinidentifying that the in-game conditions of at least one of theidentified triggers have been satisfied is further based on a designatedimportance of the one or more predetermined items, goals, or locationswithin the game environment.
 4. The method of claim 1, wherein theupdated projection view is a top-down view of the location in the gameenvironment and further includes the one or more user-controlledcharacters moving towards one or more predetermined items, goals, orlocations within the game environment.
 5. The method of claim 1, whereinat least one of the identified triggers is an action trigger, andwherein identifying that in-game conditions of the action trigger hasbeen satisfied is based on identifying that one or more of theuser-controlled characters are performing one or more predeterminedactions within the game environment.
 6. The method of claim 1, whereinat least one of the identified triggers is an aggregation trigger, andwherein identifying that in-game conditions of the aggregation triggerhas been satisfied is based on identifying that a first threshold numberof the user-controlled characters are within a second thresholdproximity of each other within the game environment.
 7. The method ofclaim 1, wherein establishing the camera character imbuing the cameracharacter with one or more predetermined camera character attributes,the attributes including at least one of ability to fly, ability toteleport, invisibility, and invulnerability.
 8. The method of claim 1,further comprising: initiating an instance of the game client, andidentifying an instance as the camera game client, wherein the cameragame client is executed to generate projection views of locations in thegame environment based on views associated with the camera character andprovided by the instance of the game client.
 9. The method of claim 8,wherein the instance of the game client is executed to provide a requestto identify the instance as the camera game client based on a usernameidentified in the request.
 10. The method of claim 1, whereinidentifying the in-game triggers further comprises: comparing a rank ofthe in-game triggers at the different location with a rank of one ormore other in-game triggers at a third location, the rank assigned basedon a stored rank order of in-game triggers associated with theelectronic game title; and electing the different location based ondetermining that the rank of the in-game triggers at the differentlocation is higher than the rank of the other in-game triggers at thethird location, wherein moving the camera character to the differentlocation is further based on the election.
 11. The method of claim 1,wherein moving the camera character to the different location includespositioning the camera character at the different location based on oneor more desired view factors.
 12. The method of claim 11, wherein thedesired view factors include at least one of perspective angle, field ofview, view area size, view height, distance from the user-controlledcharacters, distance between the user-controlled characters, rank of theuser-controlled characters, type of interaction between theuser-controlled characters, position height of the user-controlledcharacters.
 13. The method of claim 11, wherein positioning the cameracharacter includes determining a position at the different location, theposition associated with a view that meets the desired view factors. 14.A game control system for trigger-based generation of projection views,the game control system comprising: a communication interface thatreceives communications sent from a plurality of user devices playing anelectronic game title, the communications from each user devicecomprising respective game information regarding a respective differentview associated with a respective user-controlled character, wherein therespective different view corresponds to a respective display of a gameenvironment at the respective user device; and one or more processorsthat execute a camera game client to: execute a game client in a virtualmachine, wherein the game client executed on the virtual machine isidentified as a camera game client and establishes a camera character ata first location within the game environment, and the camera charactercontrolled through the virtual machine, and wherein the game client isexecuted to provide a view associated with the camera character thatincludes status data created for the camera character; provide aprojection view of the first location, the projection view correspondingto the view associated with the camera character of the first locationwithin the game environment, wherein the status data created for thecamera character is omitted from the projection view; identify one ormore in-game triggers that have been satisfied based on the respectivegame information of one or more user-controlled characters, wherein thein-game triggers are associated with a different location in the gameenvironment; moving the camera character to the different location basedon the identified triggers, wherein the moved camera character isassociated with a view of the different location; and generate anupdated projection view of the different location based on the viewassociated with the camera character at the different location, whereinthe updated projection view also omits the status data created for thecamera character.
 15. The game control system of claim 14, wherein atleast one of the identified triggers is a proximity trigger, and whereinidentifying that in-game conditions of the proximity trigger have beensatisfied is based on the one or more user-controlled characters beingwithin a threshold proximity of one or more predetermined items, goals,or locations within the game environment.
 16. The game control system ofclaim 15, wherein identifying that the in-game conditions of at leastone of the identified triggers have been satisfied is based on adesignated importance of the one or more predetermined items, goals, orlocations within the game environment.
 17. The game control system ofclaim 14, wherein at least one of the identified triggers is an actiontrigger, and wherein identifying that in-game conditions of the actiontrigger have been satisfied is based on identifying that one or more ofthe user-controlled characters are performing one or more predeterminedactions within the game environment.
 18. The game control system ofclaim 14, wherein at least one of the identified triggers is anaggregation trigger, and wherein identifying that in-game conditions ofthe-aggregation trigger have been satisfied is based on identifying thata first threshold number of the user-controlled characters are within asecond threshold proximity of each other within the game environment.19. The game control system of claim 14, wherein the camera game clientis executable to establish the camera character by imbuing the cameracharacter with one or more predetermined camera character attributes,the attributes including at least one of ability to fly, ability toteleport, invisibility, and invulnerability.
 20. The game control systemof claim 14, wherein the updated projection view is a top-down view ofthe location in the game environment and further includes the one ormore user-controlled characters moving towards one or more predetermineditems, goals, or locations within the game environment.
 21. Anon-transitory computer-readable storage medium having embodied thereona program, the program being executable by a processor to perform amethod for trigger-based generation of projection views, the methodcomprising: receiving communications sent to a game control system froma plurality of user devices playing an electronic game title, thecommunications from each user device comprising respective gameinformation regarding a respective different view associated with arespective user-controlled character, wherein the respective differentview corresponds to a respective display of a game environment at therespective user device; executing a game client in a virtual machine ofthe game control system, wherein the game client executed on the virtualmachine is identified as a camera game client and establishes a cameracharacter at a first location within the game environment, the cameracharacter controlled by the game control system through the virtualmachine, and wherein the game client is executed to provide a viewassociated with the camera character that includes status data createdfor the camera character; providing a projection view of the firstlocation to a display screen, the projection view corresponding to theview associated with the camera character at the first location withinthe game environment, wherein the status data created for the cameracharacter is omitted from the projection view; identifying one or morein-game triggers that have been satisfied based on the respective gameinformation of one or more user-controlled characters, wherein thein-game triggers are associated with a different location in the gameenvironment; moving the camera character to the different location basedon the identified triggers, wherein the moved camera character isassociated with a view of the different location; and generating anupdated projection view of the different location based on the viewassociated with the camera character at the different location, whereinthe updated projection view also omits the status data created for thecamera character.